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New reasons for a delay/closure

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New reasons for a delay/closure 15/05/2017 at 17:26 #95110
Lardybiker
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771 posts
This one is a doozie!

http://www.bbc.com/news/uk-england-birmingham-39924766

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New reasons for a delay/closure 15/05/2017 at 18:23 #95111
Noisynoel
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989 posts
It happens frequently Chris. I've shut the eastern side of Victoria before now when they dug one up by the carr sheds.

Oh and you've been in America too long!! Doozie!!!

Noisynoel
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New reasons for a delay/closure 25/05/2017 at 15:57 #95364
Joe S
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129 posts
Hi all,

I was just thinking of this this very afternoon (sadly)!

While it's great to have points, track circuits and signals fail on you, since beginning work on the railway, it's become clear to me just what a myriad failures there can be, that could be interesting on SimSig.

How easily replicatable they are, is another question, however... What do you think?

- Lineside fire
- SSI failures meaning whole sections of signalling (from station A to station C, for example) are lost
- Failure of single line working / one train working
- Overhead wire problems blocking all lines over multiple panels
- A complete loss of signalling to one panel, meaning all trains had to be cleared off it while box staff couuld investigate

I am also aware that SimSig doesn't simulate SPADs and a person hit by a train etc., however trespassers can be disruptive, without any associated potential injuries.

In day-to-day running, there are also requests from police to hold trains while they are searched, disruptive passengers etc.

Anyway - I just thought I'd put it out there I like simulating my own major disruption but I think it would be that bit more immersive if it just happened when playing a normal game and boom - a whole area's signalling is gone etc.

Cheers,
Joe.

Last edited: 25/05/2017 at 15:59 by Joe S
Reason: None given

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New reasons for a delay/closure 25/05/2017 at 17:38 #95367
Stephen Fulcher
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2084 posts
Trains can get delayed in SimSig due to police attendance already.
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New reasons for a delay/closure 25/05/2017 at 21:02 #95374
JamesN
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1608 posts
Joe S in post 95364 said:
Hi all,

I was just thinking of this this very afternoon (sadly)!

While it's great to have points, track circuits and signals fail on you, since beginning work on the railway, it's become clear to me just what a myriad failures there can be, that could be interesting on SimSig.

How easily replicatable they are, is another question, however... What do you think?

- Lineside fire
- SSI failures meaning whole sections of signalling (from station A to station C, for example) are lost
- Failure of single line working / one train working
- Overhead wire problems blocking all lines over multiple panels
- A complete loss of signalling to one panel, meaning all trains had to be cleared off it while box staff couuld investigate

I am also aware that SimSig doesn't simulate SPADs and a person hit by a train etc., however trespassers can be disruptive, without any associated potential injuries.

In day-to-day running, there are also requests from police to hold trains while they are searched, disruptive passengers etc.

Anyway - I just thought I'd put it out there I like simulating my own major disruption but I think it would be that bit more immersive if it just happened when playing a normal game and boom - a whole area's signalling is gone etc.

Cheers,
Joe.
A lot of those scenarios are "game over" situations - in real life nothing is going to move until the problem is fixed - very little for the (Sim)Signaller to do but sit back and wait for the techs to do their thing.

When I've done some of the more disruptive scenarios for multiplayer games at meets (Such as Cow vs Train at the Sheffield Meet in March); I've deliberately chosen things and locations which allow a degree of operation to continue - bottom line users have joined games to play and signal trains on their panel. If you're going to wipe one out for several hours then what are they meant to do?

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New reasons for a delay/closure 25/05/2017 at 22:53 #95383
Splodge
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720 posts
The other issue I find with serious disruptions is the lack of a 'TOC Control' to make decisions on what to run - when things are turned short or diverted, it isn't the signaller that makes the decision but the control. There is a degree of liason - but unlike in SimSig a signaller can't delete bits of the timetable on their own authority.
There's the right way, the wrong way and the railway.
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New reasons for a delay/closure 25/05/2017 at 23:21 #95385
kaiwhara
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587 posts
Which is why, quite often in multi sessions I am involved in, one of us (usually host) will act as a "Controller" to coordinate the service when it goes to pot. Quite useful too, as some of us (myself included) do this professionally.

Splodge in post 95383 said:
The other issue I find with serious disruptions is the lack of a 'TOC Control' to make decisions on what to run - when things are turned short or diverted, it isn't the signaller that makes the decision but the control. There is a degree of liason - but unlike in SimSig a signaller can't delete bits of the timetable on their own authority.

Sorry guys, I am in the business of making people wait!
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New reasons for a delay/closure 25/05/2017 at 23:49 #95386
RainbowNines
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272 posts
Once saw the entire Hertford Loop stop due to a fire on the viaduct near Enfield!

... thanks to Kaiwhara the Controller, of course!

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New reasons for a delay/closure 26/05/2017 at 18:17 #95402
Hap
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1040 posts
Can temporary block working be implemented in the sim?
How to report an issue: www.SimSig.co.uk/Wiki/Show?page=usertrack:reportanissue
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New reasons for a delay/closure 28/05/2017 at 11:07 #95442
belly buster
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368 posts
If you want to replicate what happens after nothing has moved for 8 hours, there's always maxand's "No Exit to Alrewas" Derby save.

https://www.SimSig.co.uk/Forum/ThreadView/39707?postId=72819

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New reasons for a delay/closure 28/05/2017 at 21:38 #95458
GW43125
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495 posts
belly buster in post 95442 said:
If you want to replicate what happens after nothing has moved for 8 hours, there's always maxand's "No Exit to Alrewas" Derby save.

https://www.SimSig.co.uk/Forum/ThreadView/39707?postId=72819
There's also an Exeter save in which nothing has moved for four hours.

RIP Max Anderson.

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New reasons for a delay/closure 30/05/2017 at 19:33 #95498
HST125Scorton
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1192 posts
I've been looking for the Exeter save but cannot seem to locate it unless I'm not looking correctly..
Had a look at the Derby Save, wow a lot of trains will have a go once I get a day free.

RIP Max

Aaron (AJRO) | Timetable Writer
Last edited: 30/05/2017 at 19:34 by HST125Scorton
Reason: Edit

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New reasons for a delay/closure 31/05/2017 at 10:35 #95507
Joe S
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129 posts
Thanks everyone for your comments! I appreciate that major disruption isn't for everyone, but thought it was good to put some ideas out there.

The fact that it's a job-stopper, as many have pointed out, may mean it's not appropriate. Thanks for the points raised.

And as for where the Exeter save is, it's in the 'downloads > user contributed > saved games' area.

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New reasons for a delay/closure 31/05/2017 at 14:41 #95519
HST125Scorton
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1192 posts
Thank You Joe, Never checked in there to be fair was looking in timetables for the Exeter save.
Aaron (AJRO) | Timetable Writer
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The following user said thank you: Joe S